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<title>Irrlicht Engine Tutorial</title>
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    <td bgcolor="#666699" width="10"><b><a href="http://irrlicht.sourceforge.net" target="_blank"><img src="../../media/irrlichtlogo.jpg" width="88" height="31" border="0"></a></b></td>
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      <b><font color="#FFFFFF">Tutorial 15. Load .irr File</font></b></td>
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        <p>Since version 1.1, Irrlicht is able to save and load the full scene 
          graph into an .irr file, an xml based format. There is also an editor 
          available to edit those files, named irrEdit on <a href="http://www.ambiera.com/irredit" target="_blank">http://www.ambiera.com/irredit</a>, 
          which can also be used as world and particle editor. This tutorial shows 
          how to use .irr files.</p>
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      <font color="#FFFFFF"><b>Lets start!</b></font></td>
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        <p>Lets start: Create an Irrlicht device and setup the window.</p>
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            <td> <pre>#include <irrlicht.h>
#include <iostream>
using namespace irr;

#pragma comment(lib, "Irrlicht.lib")

int main()
{
	// ask user for driver

	video::E_DRIVER_TYPE driverType;

	printf("Please select the driver you want for this example:\n"\
		" (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n"\
		" (d) Software Renderer\n (e) Apfelbaum Software Renderer\n"\
		" (f) NullDevice\n (otherKey) exit\n\n");

	char i;
	std::cin >> i;

	switch(i)
	{
		case 'a': driverType = video::EDT_DIRECT3D9;break;
		case 'b': driverType = video::EDT_DIRECT3D8;break;
		case 'c': driverType = video::EDT_OPENGL;   break;
		case 'd': driverType = video::EDT_SOFTWARE; break;
		case 'e': driverType = video::EDT_BURNINGSVIDEO;break;
		case 'f': driverType = video::EDT_NULL;     break;
		default: return 1;
	}	

	// create device and exit if creation failed

	IrrlichtDevice* device =
		createDevice(driverType, core::dimension2d<s32>(640, 480));

	if (device == 0)
		return 1; // could not create selected driver.

	device->setWindowCaption(L"Load .irr file example");

	video::IVideoDriver* driver = device->getVideoDriver();
	scene::ISceneManager* smgr = device->getSceneManager();
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        <p>Now load our .irr file. .irr files can store the whole scene graph 
          including animators, materials and particle systems. And there is also 
          the possibility to store arbitrary user data for every scene node in 
          that file. To keep this example simple, we are simply loading the scene 
          here. See the documentation at ISceneManager::loadScene and ISceneManager::saveScene 
          for more information. So to load and display a complicated huge scene, 
          we only need a single call to loadScene().</p>
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            <td><pre>// load the scene<br>smgr-&gt;loadScene(&quot;../../media/example.irr&quot;); </pre></td>
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        <p>That was it already. Now add a camera and draw the scene.</p>
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            <td> <pre>	// add a user controlled camera

	smgr->addCameraSceneNodeFPS();

	// and draw everything.
	
	while(device->run())
	if (device->isWindowActive())
	{
		driver->beginScene(true, true, video::SColor(0,200,200,200));
		smgr->drawAll();
		driver->endScene();
	}

	device->drop();
	
	return 0;
}
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